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Old 03-27-06, 01:22 PM   #4
Montbrun
Torpedoman
 
Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
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Quote:
Originally Posted by Kamikaze
Thanks for replying Jcwolf!

The specialization also works like that with the regular game. The specialist is better than a regular crew member. Your absolutely right about that. Unfortunately it doesnt help with my confusion about the 8hr versus 24hr schedules.

What I'm wondering . . . is how the 24 hour optional MOD will change things. I've not stumbled onto anything that has told me what to expect or what it tries to do. So my attempt with this thread was to get some sort of comparative answer.

The default Grey Wolves IS based on an 8hour schedule? Right?
Quote:
Type VIIb

1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room

6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"

2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room

2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"

1 CPO, 2 PO - Torpedomen always on "Rest" until needed.

TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)

This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.

What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.
I've had problems with the GW 24-hour Fatigue MOD, but for the Hollywood 24-hour Fatigue MOD, and the NYGM 24-hour Fatigue MOD, I use the above configuration (with some adjustments with the NYGM 24-hour Fatigue MOD, ie, 6-hour rotations for the bridge watch, and fewer crew members). With this setup, there are 4 empty "Quarters" spaces, for when you submerge the boat. Basically, with these MODs, the crew will be totally fatigued in 24 hours, as poposed to 8 hours. This allows more flexibility - and my 12-hour "Watches."

Hope this helps,

Montbrun
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\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter...
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